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467 Commits over 487 Days - 0.04cph!

Today
supply lightdir/color for water again, adjust texture formats
Today
fix double-rendering atmosphere
Today
sync Rust.RenderPipeline changes: - fix missing shader parameter for legacy shadow caster shaders - render forward opaque objects (only SRPDefaultUnlit and RustLit light modes, allows atmospheric elements to render) - make camera context directly accessible by the camera component - add RustRenderPipeline pipeline shader tag
Yesterday
maybe fix error spam in build about WaterSurfaceTex vs PostOpaqueDepth dimensions (separate from editor issue I think)
Yesterday
stopgap water sky reflection until we have the water refl probe in RRP
Yesterday
fix occasional single-pixel ocean line in canyons
Yesterday
add "Affect Occlusion" toggle to detail blend layer, makes blend layer interact with base layer occlusion (lerps it white with the blend weight)
4 Days Ago
fix error spam in edit mode on island scenes
5 Days Ago
add screenshot mode for water SSR, works around cut off reflections in high res screenshots
5 Days Ago
add underwater fog blending for tropical shores in deep sea
5 Days Ago
fix merging of island heights with TerrainMeta.HeightMap.deepSeaHeights
7 Days Ago
fix ocean stuttering in demo playback (forces water.scaled_time behavior when playing demo)
8 Days Ago
fix cloud weirdness when overriding weather state when playing back a demo
8 Days Ago
merge from main
8 Days Ago
vclouds: - cap full res image to 4k in either dimension (prevents GPU murder when taking high res screenshot, aspect ratio is maintained when scaling down) - don't reproject when taking a screenshot, render the full cloud image from scratch - respect time.timescale
8 Days Ago
add deep sea version for environment volume properties ocean overrides
9 Days Ago
underwater fog lerping respects reflection.forceupdate
11 Days Ago
RRP water rendering progress
12 Days Ago
sync with Rust.RenderPipeline: - enable global shader param + keyword when RRP is in use
12 Days Ago
sync with latest Rust.RenderPipeline changes: - camera components can return false in OnBeginRendering() to skip rendering the feature for the camera - reset GraphicsSettings.lightsUseLinearIntensity to false on RRP disposal (Fixes BiRP lighting becoming dark when switching, it was also possible for the true value to get saved in GraphicsSettings.asset which confusingly permanently broke BiRP lighting.)
14 Days Ago
merge from main
34 Days Ago
disable the begin/endContextRendering hooks on CommandBufferManager
34 Days Ago
update existing passes for pipeline changes
34 Days Ago
sync Rust.RenderPipeline changes
35 Days Ago
merge from main
48 Days Ago
port PostOpaqueDepth to RRP, prerequisite for water
49 Days Ago
merge from deepsea_island_shorewetness_fix
49 Days Ago
fix shore wetness on deep sea islands
49 Days Ago
merge from terrain_potato_remove_everywhere (fixes incorrect terrain blending on cliffs and other props on deep sea islands at shader level 1)
49 Days Ago
remove terrain potato mode on all shaders that had it on shader level 1 (fixes incorrect blending on cliffs on deep sea islands, etc)
49 Days Ago
merge from deepsea_portal_weather_fixes
49 Days Ago
fix vclouds not transitioning in portal with forced weather fix portal storm clouds not using proper lighting intensity (were too bright)
50 Days Ago
add graphics.atmospherefogdensityscale
50 Days Ago
merge from deepsea_portal_weather_fixes
50 Days Ago
another compile fix
50 Days Ago
50 Days Ago
merge from deepsea_portal_weather_fixes
50 Days Ago
deep sea/portal weather transitions work with vclouds, fix portal entrance weather transition not actually transitioning from current mainland weather
3 Months Ago
merge from terrain_potato_disable
3 Months Ago
disable potato terrain rendering (shader level 1), level 2 new minimum terrain quality
3 Months Ago
shadows render correctly
3 Months Ago
initial potentially better implementation of screen-space/contact shadows, doesn't work yet
3 Months Ago
disable biome fog when in deep sea
3 Months Ago
merge from deployguide_swamp_brightness_fix
3 Months Ago
fix deploy guide darkening when entering swamp
3 Months Ago
fix deploy guide"built-in render texture type not found" error
3 Months Ago
merge from anisotropic_fallback
3 Months Ago
fall back to isotropic specular impl where anisotropic material has 0 anisotropy
3 Months Ago
merge from oilrig_postvolume_fix
3 Months Ago
adjust size of oilrig moonpool postprocess volume so it doesn't transition in so far underneath